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6–Damage to the temporal lobes, giving Partial Amnesia<br />

(p. B123) – or Total Amnesia, if injured to -HP or worse.<br />

7–Damage to the parietal lobe, giving Dyslexia (p. B134).<br />

8–Damage to the cerebellum, giving slurred speech. Treat this<br />

as Stuttering (p. B157).<br />

9–Damage to the occipital lobes, giving Bad Sight (p. B123).<br />

Critical failure on the recovery roll means Blindness<br />

(p. B124)!<br />

10, 11 – No special effect.<br />

12 – Ruptured eardrums or damage to the temporal lobe, giving<br />

Hard of Hearing (p. B138). Critical failure on the recovery<br />

roll means full Deafness (p. B129).<br />

13 – Damage to the cerebellum, giving a level of Ham-Fisted<br />

(p. B138) – or two levels, if injured to -HP or worse.<br />

14 – Widespread brain damage, giving Neurological Disorder<br />

(Mild). See p. B144.<br />

15 – Brain stem damage that impairs reaction time (“startle<br />

response”), giving -1 Basic Speed.<br />

16 – Severe damage to the cerebellum, giving -1 DX.<br />

17 – As 14, but Neurological Disorder (Severe).<br />

18 – As 14, but Neurological Disorder (Crippling).<br />

Veins and Arteries Wounds Table<br />

Roll 3d. Death from such a wound means the victim<br />

“bleeds out.” This is messy and obvious, makes ordinary resuscitation<br />

impossible, and tends to disappoint vampires.<br />

3–Circulatory damage, giving -1 HT. Critical failure on the<br />

recovery roll means delayed death resulting from<br />

aneurysm. Treat this as Terminally Ill (Up to two years); see<br />

p. B158.<br />

4, 5 – For an artery in the arm or leg, lack of blood flow cripples<br />

the limb; treat this as a crippled limb. For a vein/artery<br />

in the neck, roll on the Neck Wounds Table instead.<br />

Royal Odysseus pondered if he<br />

should hit him with all he had and<br />

drop the man dead on the spot, or<br />

only spar, with force enough to<br />

knock him down.<br />

– <strong>Home</strong>r, The Odyssey<br />

6, 7 – Circulatory damage, giving one level of Easy to Kill<br />

(p. B134) plus one extra level if injured to -HP, two extra<br />

levels at -2¥HP, and so on.<br />

8-13 – No special effect.<br />

14, 15 – A severe tear that counts as Wounded (p. B162). This<br />

can become permanent, like any other crippling injury.<br />

16, 17 – As 4, 5.<br />

18 – A blood clot travels to the brain and causes a stroke. Roll<br />

on the Skull Wounds Table for effects.<br />

Vitals Wounds Table<br />

Roll 3d. At the GM’s option, death from such a wound<br />

means an instantly lethal blow to the heart!<br />

3–Severely weakened vital organ(s), giving -1 HT. Critical<br />

failure on the recovery roll means eventual death due to<br />

organ failure. Treat this as Terminally Ill (Up to two<br />

years); see p. B158.<br />

4–Stabbing pains in the chest or abdomen that count as<br />

Chronic Pain (p. B126). The GM assesses effects worth<br />

roughly -1 point per lost HP. For instance, 21 HP of injury<br />

might cause Chronic Pain (Agonizing; 4 hours; 9 or less)<br />

[-22].<br />

5–Damage to the kidneys, liver, pancreas, or other organs,<br />

resulting in Restricted Diet (p. B151). The special diet<br />

amounts to a “very common” item.<br />

6 – Shock to the immune system, giving one level of<br />

Susceptible to Disease (p. B158) plus one extra level if<br />

injured to -HP, two extra levels at -2¥HP, and so on.<br />

7–Reduced cardiovascular fitness, giving -1 FP plus an<br />

extra -1 FP if injured to -HP, -2 FP at -2¥HP, and so on.<br />

8 – Weakened heart, giving one level of Easy to Kill<br />

(p. B134) plus one extra level if injured to -HP, two extra<br />

levels at -2¥HP, and so on.<br />

9-12 – No special effect.<br />

13 – A deep hole that counts as Wounded (p. B162). If this<br />

becomes permanent, it may be deliberate (a result of surgery)<br />

or the result of incomplete healing.<br />

14 – General damage to the vital organs, leading to Slow<br />

Healing 1 (p. B155).<br />

15 – Severely reduced cardiovascular health, giving Unfit<br />

(p. B160) – or Very Unfit, if injured to -4¥HP or worse.<br />

16 – Chronic health problems that require daily care. Treat<br />

as Maintenance (Physician; 1 person; Daily); see p. B142.<br />

17 – As 16, but requires care three times per day. Treat as<br />

Maintenance (Physician; 1 person; Three times daily).<br />

18 – As 16, but requires constant life support. Treat as<br />

Maintenance (Physician; 1 person; Constant).<br />

CINEMATIC INJURY<br />

Characters in martial-arts films commonly have an unrealistic<br />

capacity for surviving brutal punishment. In some<br />

tales, the hero takes a beating, then gets a second wind and<br />

wins the fight. In others, fighters are simply hurt less by<br />

fists, feet, etc., than by blades, bullets, fire, and poison. Flesh<br />

Wounds (p. B417) can simulate the first type of “realism.”<br />

Exotic advantages offer other ways to handle both<br />

situations.<br />

Regeneration is an excellent alternative for second<br />

winds. Damage Resistance, Injury Tolerance, and piles of<br />

HP are handy for warriors who can absorb massive damage.<br />

See Advantages (pp. 42-53) and Extra Hit Points (p. 49) for<br />

discussions of these traits in <strong>Martial</strong> <strong>Arts</strong> campaigns, and<br />

Desirable Advantages (p. 43) for some related traits.<br />

The GM decides who can possess these capabilities. He<br />

might make them available only to those with Trained by a<br />

Master or Weapon Master. He might make them options or<br />

mandatory “campaign advantages” for all PCs and important<br />

NPCs. It’s even possible to give everyone in the game<br />

world such traits – at least in a silly game. If so, the GM<br />

should consider applying the advantages’ effects without<br />

charging points. If everybody is super-tough, it isn’t an<br />

advantage worth noting.<br />

COMBAT 139

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